(3f55858c9) Made the volume and range parameters of SoundPlayer.PlaySound optional: if they're omitted, the values defined in the sound xml are used.
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@@ -1123,12 +1123,12 @@ namespace Barotrauma
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#if CLIENT
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if (Math.Abs(leftFootPos - prevLeftFootPos) > stepHeight && leftFoot.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval)
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{
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SoundPlayer.PlaySound("footstep_armor_heavy", volume: 0.5f, range: 500.0f, position: leftFoot.WorldPosition);
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SoundPlayer.PlaySound("footstep_armor_heavy", leftFoot.WorldPosition, hullGuess: currentHull);
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leftFoot.LastImpactSoundTime = (float)Timing.TotalTime;
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}
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if (Math.Abs(rightFootPos - prevRightFootPos) > stepHeight && rightFoot.LastImpactSoundTime < Timing.TotalTime - Limb.SoundInterval)
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{
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SoundPlayer.PlaySound("footstep_armor_heavy", volume: 0.5f, range: 500.0f, position: rightFoot.WorldPosition);
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SoundPlayer.PlaySound("footstep_armor_heavy", rightFoot.WorldPosition, hullGuess: currentHull);
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rightFoot.LastImpactSoundTime = (float)Timing.TotalTime;
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}
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#endif
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@@ -201,7 +201,7 @@ namespace Barotrauma.Items.Components
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if (sparkSounds.Count > 0)
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{
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var sparkSound = sparkSounds[Rand.Int(sparkSounds.Count)];
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SoundPlayer.PlaySound(sparkSound.Sound, sparkSound.Volume, sparkSound.Range, pt.item.WorldPosition, pt.item.CurrentHull);
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SoundPlayer.PlaySound(sparkSound.Sound, pt.item.WorldPosition, sparkSound.Volume, sparkSound.Range, pt.item.CurrentHull);
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}
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Vector2 baseVel = Rand.Vector(300.0f);
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@@ -103,7 +103,7 @@ namespace Barotrauma.Items.Components
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ApplyStatusEffects(ActionType.OnActive, deltaTime, null);
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if (!powerOnSoundPlayed && powerOnSound != null)
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{
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SoundPlayer.PlaySound(powerOnSound.Sound, powerOnSound.Volume, powerOnSound.Range, item.WorldPosition, item.CurrentHull);
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SoundPlayer.PlaySound(powerOnSound.Sound, item.WorldPosition, powerOnSound.Volume, powerOnSound.Range, item.CurrentHull);
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powerOnSoundPlayed = true;
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}
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}
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@@ -218,7 +218,7 @@ namespace Barotrauma.Items.Components
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if (voltage > 0.1f && sparkSounds.Count > 0)
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{
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var sparkSound = sparkSounds[Rand.Int(sparkSounds.Count)];
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SoundPlayer.PlaySound(sparkSound.Sound, sparkSound.Volume, sparkSound.Range, item.WorldPosition, item.CurrentHull);
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SoundPlayer.PlaySound(sparkSound.Sound, item.WorldPosition, sparkSound.Volume, sparkSound.Range, item.CurrentHull);
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}
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#endif
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lightBrightness = 0.0f;
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